Creature Catalog new 3.5 conversions (Part Two)

Status
Not open for further replies.

Shade

Monster Junkie
Lost Soul, Incorporeal

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-2.html

Lost Soul, Incorporeal, Medium
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 4d12+4 (30 hp)
Initiative: +1
Speed: Fly 20 ft. (4 squares)(perfect)
Armor Class: 14 (+1 Dex, +1 deflection, +2 profane), touch 14, flat-footed 13
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +4 melee (1d4)
Full Attack: 2 incorporeal touches +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful groans (DC 13), gnawing terror, immobilizing terror (DC 13)
Special Qualities: Absorb soul, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 2, incorporeal traits, unholy toughness, undead traits
Saves: Fort +1, Ref +2, Will +4
Abilities: Str —, Dex 13, Con —, Int 5, Wis 10, Cha 12
Skills: Listen +3, Search +1, Spot +8
Feats: Reckless Offense, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-7 HD (Medium)
Level Adjustment: —

Lost Soul, Incorporeal, Large
Large Undead (Extraplanar, Incorporeal)
Hit Dice: 8d12+8 (60 hp)
Initiative: +1
Speed: Fly 20 ft. (4 squares)(perfect)
Armor Class: 15 (-1 size, +1 Dex, +1 deflection, +4 profane), touch 15, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +5 melee (1d6)
Full Attack: 4 incorporeal touches +5 melee (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Frightful groans (DC 15), gnawing terror, immobilizing terror (DC 15)
Special Qualities: Absorb soul, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 4, incorporeal traits, unholy toughness, undead traits
Saves: Fort +2, Ref +3, Will +6
Abilities: Str —, Dex 13, Con —, Int 5, Wis 10, Cha 12
Skills: Listen +5, Search +1, Spot +10
Feats: Flyby Attack, Reckless Offense, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-15 HD (Large)
Level Adjustment: —

Lost Soul, Incorporeal, Huge
Huge Undead (Extraplanar, Incorporeal)
Hit Dice: 16d12+16 (120 hp)
Initiative: +1
Speed: Fly 20 ft. (4 squares)(perfect)
Armor Class: 18 (-2 size, +1 Dex, +1 deflection, +8 profane), touch 18, flat-footed 17
Base Attack/Grapple: +8/—
Attack: Incorporeal touch +8 melee (1d8/19-20)
Full Attack: 8 incorporeal touches +8 melee (1d8/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Frightful groans (DC 19), gnawing terror, immobilizing terror (DC 19)
Special Qualities: Absorb soul, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 8, incorporeal traits, unholy toughness, undead traits
Saves: Fort +5, Ref +6, Will +10
Abilities: Str —, Dex 13, Con —, Int 5, Wis 10, Cha 12
Skills: Listen +9, Search +1, Spot +14
Feats: Dodge, Flyby Attack, Improved Critical (incorporeal touch), Mobility, Reckless Offense, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-31 HD (Huge)
Level Adjustment: —

Lost Soul, Incorporeal, Gargantuan
Gargantuan Undead (Extraplanar, Incorporeal)
Hit Dice: 32d12+62 (270 hp)
Initiative: +5
Speed: 20 ft. (4 squares)(perfect)
Armor Class: 20 (-4 size, +1 Dex, +1 deflection, +12 profane), touch 20, flat-footed 19
Base Attack/Grapple: +16/—
Attack: Incorporeal touch +14 melee (2d6/19-20)
Full Attack: 16 incorporeal touches +14 melee (2d6/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Frightful groans (DC 27), gnawing terror, immobilizing terror (DC 27)
Special Qualities: Absorb soul, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 12, incorporeal traits, unholy toughness, undead traits
Saves: Fort +10, Ref +13, Will +18
Abilities: Str —, Dex 13, Con —, Int 5, Wis 10, Cha 12
Skills: Listen +17, Search +1, Spot +22
Feats: Dodge, Dire Charge, Epic Toughness, Flyby Attack, Improved Critical (incorporeal touch), Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Reckless Offense, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic evil
Advancement: 33-63 HD (Gargantuan)
Level Adjustment: —

Lost Soul, Incorporeal, Colossal
Colossal Undead (Extraplanar, Incorporeal)
Hit Dice: 64d12+184 (600 hp)
Initiative: +5
Speed: 20 ft. (4 squares)(perfect)
Armor Class: 20 (-8 size, +1 Dex, +1 deflection, +16 profane), touch 20, flat-footed 19
Base Attack/Grapple: +32/—
Attack: Incorporeal touch +30 melee (3d6/19-20)
Full Attack: 32 incorporeal touches +30 melee (3d6/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Frightful groans (DC 43), gnawing terror, immobilizing terror (DC 43)
Special Qualities: Absorb soul, all-around vision, damage reduction 5/slashing, darkvision 60 ft., fast healing 16, incorporeal traits, unholy toughness, undead traits
Saves: Fort +21, Ref +28, Will +40
Abilities: Str —, Dex 13, Con —, Int 5, Wis 10, Cha 12
Skills: Listen +33, Search +1, Spot +38
Feats: Combat Reflexes, Dire Charge, Dodge, Epic Prowess (x4), Epic Reflexes, Epic Toughness (x4), Epic Will, Flyby Attack, Improved Critical (incorporeal touch), Improved Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Reckless Offense, Weapon Focus (incorporeal touch)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always chaotic evil
Advancement: 64+ HD (Colossal)
Level Adjustment: —

A tangled mass of spectral bodies floats in the air. The faces of the dead peer out from the central mass, looking as wretched and as pained as the moans they emit.

An incorporeal lost soul is an amalgamation of spectral beings in a single entity. Once a lost soul is created, it immediately searches for others of its kind with which to merge, growing ever larger and more dangerous.

Lost souls roam the lands, seeking living wanderers to add to their tangled masses. While each tortured member of a lost soul has a fleeting memory of its previous existence, the entity has but a single mind full of chaotic images and hatred of the living.

Lost souls do not speak, but emit an eerie groan that consists of many voices merged into one.

COMBAT

Lost souls go into a frenzy when they see living beings, seeking to reclaim the warm spark of life that they have lost.

Incorporeal lost souls have a profane bonus to their Armor Class equal to their fast healing.

An incorporeal lost soul can use only four incorporeal touch attacks at once against a Small or Medium opponent. Against a larger foe, it can use four additional incorporeal touches for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one incorporeal touch. It can use a maximum of four incorporeal touch attacks against all foes in any single 5-foot by 5-foot area.

Absorb Soul (Su): If an incorporeal lost soul kills a humanoid or monstrous humanoid it can add the spirit of the slain creature to its own soul-amalgam as a move action. For every victim it absorbs in this fashion, the lost soul gains 1 HD; for every 2 HD it advances, it gains an additional incorporeal touch attack. A lost soul gains no additional benefits (such as skills or feats) until it reaches the next size category.

Absorbed victims cannot be returned to life with a raise dead or resurrection spell without first destroying the lost soul it has become part of, although they can be brought back to life with a wish or true resurrection (this removes the HD, attack and fast healing advancement the absorbed victim gave the lost soul).

Two or more incorporeal lost souls can absorb each other, merging together into a single lost soul as a full-round action. The Hit Dice of the resulting monster equals the sum of the individual lost souls' HD.

All-Around Vision (Ex): A lost soul's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Frightful Groans (Su): Lost souls constantly emit terrifying moans and shrieks, all living creatures within a 300-foot spread must succeed on a Will save or be affected for 2d4 rounds. Affected creatures are shaken if they have at least as many HD as the lost soul, frightened if they have fewer HD than the lost soul, but at least half the lost soul's HD; or panicked if the lost soul has more than twice their HD. (For example, when facing a 6 HD lost soul, creatures of 1-2 HD become panicked, 3-5 HD creatures become frightened, and 6+ HD creatures become shaken). This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same lost soul's frightful groans for 24 hours. The save DC is Charisma-based

Gnawing Terror (Ex): When a lost soul makes a full attack, it can make additional incorporeal touch attack against opponents affected by its immobilizing terror special attack (see below) that are within its reach. It can make one attack against each immobilized opponent, with the same attack bonus and damage as its other incorporeal touch attacks. Lost souls can use gnawing terror against as many opponents as they have incorporeal touch attacks.

Immobilizing Terror (Su): If an incorporeal lost soul hits with its incorporeal touch attack its opponent must succeed on a Will save or be immobilized with fear for 1d4 rounds. A creature suffering from immobilizing terror cannot leave its square under its own power and is vulnerable to the lost soul's gnawing terror special attack (see above). The immobile opponent can still fight, but has the frightened condition for the duration of the terror. This is a mind-affecting fear effect. The save DC is Charisma-based.

Unholy Toughness (Ex): A lost soul gains bonus hit points equal to its Charisma modifier times its Hit Dice.

In Ravenloft
Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands. Different types of lost souls can be encountered in both the Terrain Between and in the dreamscapes. Corporeal lost souls are hunted by arcane heads, which feed upon their undead flesh. Physical lost souls cannot enter dreamscapes.

Originally appeared in Nightmare Lands (1995).
 
Last edited:

log in or register to remove this ad

Shade

Monster Junkie
Porcupine

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-49.html

Porcupine
Small Animal
Hit Dice: 1/2d8+2 (4 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 5 ft.
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/-5
Attack: Bite +0 melee (1d4-1)
Full Attack: Bite +0 melee (1d4-1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Quills
Special Qualities: Hunker down, low-light vision
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 8, Dex 12, Con 15, Int 2, Wis 12, Cha 3
Skills: Climb +7, Listen +7, Spot +3
Feats: Alertness
Environment: Any woods
Organization: Solitary or pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Small)
Level Adjustment: —

This sturdily-built animal is covered with long spines. It has a squarish head, beady eyes and a short but broad tail.

Porcupines are large rodents known for their coat of quills Porcupines are herbivorous, eating mostly leaves, herbs, twigs and green plants. Although mostly nocturnal, porcupines will occasionally forage for food in the day.

A porcupine is 2 to 3 feet long (sans tail) and weighs 12 to 30 pounds.

COMBAT

Porcupines are generally nonaggressive, preferring to flee if danger approaches. If it cannot retreat, a porcupine will hunker down into a defensive ball of quills.

Hunker Down (Ex): If a porcupine is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its quills special attack gains a +2 bonus (increasing it to DC 14 for a typical porcupine), but the porcupine's speed is reduced to 10 ft. and it cannot charge or run.

Quills (Ex): Melee combat with a porcupine is dangerous. An opponent who attacks a porcupine with a melee weapon that does not have reach must succeed on a DC 12 Reflex save or be struck by 1d4 quills. Each quill does 1 point of piercing damage and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1 point of additional damage to the victim unless a DC 15 Heal check is made. The save DC is Constitution-based.

Skills: Porcupines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Monstrous Compendium Volume Two (1989).
 
Last edited:

Shade

Monster Junkie
Kala, Cave

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-45.html

Kala, Cave
Medium Monstrous Humanoid
Hit Dice: 8d8+16 (52 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 21 (+11 natural), touch 10, flat-footed 21
Base Attack/Grapple: +8/+12
Attack: Battleaxe +13 melee (1d8+4/x3) or claw +12 melee (1d6+4)
Full Attack: Battleaxe +9/+4 melee (1d8+4/x3) and battleaxe +9 melee (1d8+2/x3) and bite +7 melee (pain); or 2 claws +12 melee (1d6+4) and bite +7 melee (pain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pain
Special Qualities: Darkvision 60 ft., immunity to cold
Saves: Fort +4, Ref +6, Will +6
Abilities: Str 18, Dex 11, Con 14, Int 6, Wis 11, Cha 11
Skills: Heal +2, Listen +5, Spot +5, Survival +7
Feats: Self-Sufficient, Track (B), Two-Weapon Fighting, Weapon Focus (battleaxe)
Environment: Cold hills, mountains, and plains
Organization: Solitary or pack (4-16 plus 25% noncombatant young)
Challenge Rating: 5
Treasure: Standard coins
Alignment: Usually neutral
Advancement: By character class (barbarian)
Level Adjustment: +3

The elongated head of this humanoid narrows to a point. Its skin is pale yellow and cold to the touch. Dull black eyes peer between big ears, while its long snout dangles over its upper lips. Its hands end in razor-sharp talons, while its feet are broad and flat. It wears only a fur loincloth and carries a pair of stone battleaxes.

The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.

Cave kala make their lairs in mountain caves in the most desolate reaches of frigid wastelands. They form family groups of an equal number of males and females. The largest male serves as the group’s leader. During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.

Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures’ heads (or similar evidence of their destruction).

A cave kala stands 6 feet tall and weighs 250 pounds. Cave kala are usually bald.

Kala speak Common.

COMBAT

Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.

Pain (Su): Any creature bitten by a cave kala must succeed on a DC 14 Fort save or suffer wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 1d3 minutes. The save DC is Charisma-based.

Skills: Cave kala have a +4 racial bonus on Survival checks.

In Kara-Tur
If you are using Oriental Adventures in your campaign, kala have the Spirit subtype.

Originally appeared in Oriental Adventures (1985).
 
Last edited:

Shade

Monster Junkie
Bereginya

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-24.html

Bereginya
Medium Undead (Aquatic)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, enfeebling gaze, improved grab
Special Qualities: Darkvision 60 ft., resistance to fire 5, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 13, Dex 14, Con —, Int 5, Wis 13, Cha 12
Skills: Hide +6, Move Silently +6, Spot +3, Swim +9
Feats: Multiattack, Stealthy
Environment: Cold or temperate aquatic
Organization: Solitary, gang (2-4), or pack (3-8 plus 0-1 greater bereginya)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 4 HD (Medium)
Level Adjustment: —

This humanoid woman is pale and bloated, her skin slightly scaled. Her eyes burn with green fire.

Bereginya are aquatic undead who haunt bodies of freshwater. They prefer regions where the surface of water freezes in winter and are not found in tropical climates.

Bereginya form packs led by a greater bereginya. Should the greater bereginya die, the lesser bereginya with the most hit points takes the role as leader. They all walk onto dry land and await a victim. The first humanoid to have the misfortune of coming across them is attacked. The carcass is then fed to the pack leader. After finishing her meal, the pack leader begins a strange ritual that transforms it into a greater bereginya. During this time, the other bereginya of the pack do not consume flesh.

Although the origin of the bereginya is shrouded in mystery, the most popular theory is that some girl long ago insulted a god. This god caused the girl to fall into a river and drown. She was then cursed to return as an undead. The girl was horror-stricken and she applied the same punishment to anyone who saw her, thus passing the curse along.

A bereginya is 5 to 6 feet tall and weighs 150 to 300 pounds.

Bereginya speak any languages they knew in life (usually Common).

COMBAT

Bereginya hunt in packs, lying in ambush on shores until someone passes nearby, at which time they will attack. Lesser bereginya utilize their gaze attacks and follow up with their sharp nails and teeth.

If a greater bereginya is present, she lures victims into the water, where the lesser bereginya surface behind the victim and attack. As their first attack, both variety of bereginya will attempt to overbear the closest victims and hold them underwater until they drown. If this fails, they will use their gaze attacks and engage in regular melee.

Female humanoids drowned by the bereginya arise as others of their kind. The pack leader eats all males and those females who are not subject to becoming spawn.

Create Spawn (Su): Any humanoid female who dies by drowning due to the actions of a bereginya becomes a bereginya in 1d4 rounds. Spawn are under the command of the bereginya that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Enfeebling Gaze (Su): Once per day, a bereginya can weaken a single opponent just by looking onto his or her eyes. This is similar to a gaze attack, except that the bereginya must use a standard action, and those merely looking at it are not affected. Whoever the bereginya targets must succeed on a DC 12 Fort save or instantly take a penalty to Strength as though they had been struck by a ray of enfeeblement spell (caster level equals bereginya's HD; a typical bereginya's enfeebling gaze is CL 3rd and imposes a 1d6+1 Str penalty for 3 minutes). The ability has a range of 30 feet. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a bereginya must hit a creature of its size or smaller with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A bereginya has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Bereginya, Greater
Medium Undead (Aquatic)
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2) and 2 claws +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Biting gaze, create spawn, improved grab
Special Qualities: Darkvision 60 ft., living disguise, resistance to fire 5, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 15, Dex 16, Con —, Int 10, Wis 13, Cha 15
Skills: Disguise +2*, Hide +13, Listen +9, Move Silently +13, Spot +9, Swim +10
Feats: Multiattack, Stealthy
Environment: Cold or temperate aquatic
Organization: Solitary or pack (1 plus 3-8 bereginya)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium)
Level Adjustment: —

Biting Gaze (Su): Three times per day, a greater bereginya can strike a single opponent with waves of evil power just by looking onto his or her eyes. This is similar to a gaze attack with a range of 30 feet, except that the bereginya must use a standard action, and those merely looking at it are not affected. Whoever the bereginya targets must succeed on a DC 14 Fort save or be affected: an opponent with 4 or fewer hit dice is panicked and sickened for an hour, as well as nauseated for 1d6 rounds; an opponent with 5 to 9 hit dice is panicked and sickened for an hour; and an opponent with 10 or more HD is sickened for an hour. The save DC is Charisma-based.

Living Disguise (Su): A greater bereginya is under a permanent illusion (glamer) effect which makes it appear to be a living creature. A Spot check which beats the greater bereginya's Disguise check (the greater bereginya gets a +10 bonus on this check) will reveal it to be some kind of unnatural monster, but not what kind; it requires an additional DC 14 Knowledge (religion) check to reveal it is an undead creature. A creature that touches the greater bereginya may also make a DC 14 Will save to recognize it is undead. This does not dispel the illusion nor reveal its true appearance. Only a true seeing effect or entry into an anti-magic field can reveal the greater bereginya's true appearance. The detect undead spell will also reveal the greater bereginya's true nature, but not its true appearance. Creatures with the scent special quality receives a +10 bonus on the above checks to penetrate the greater bereginya's living disguise. The check and save DCs are Charisma-based.

Note: Originally appeared as "rusalka" in Polyhedron Gencon Special Edition. Renamed to avoid confusion with existing creature of the same name.

Originally appeared in Polyhedron Gencon Special Edition (1999).
 
Last edited:

Shade

Monster Junkie
Lycanthrope, Werecamel

http://www.enworld.org/forum/genera...conversion-thread-lycanthropes-their-ilk.html

Werecamel, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Glaive +4 melee (1d10+1/×3) or javelin +3 ranged (1d6+1)
Full Attack: Glaive +4 melee (1d10+1/×3) or javelin +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, camel empathy, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Intimidate +3*, Listen +3, Ride +2, Spot +3
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werecamel, Camel Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+7)
Full Attack: Bite +7 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, spit
Special Qualities: Alternate form, camel empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 21, Dex 17, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Intimidate +3*, Listen +3, Ride +5, Spot +3
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werecamel, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5); or claw +7 melee (1d6+5); or glaive +5 melee (1d10+7/×3)
Full Attack: Claw +7 melee (1d6+5) and glaive +3 melee (1d10+2/×3) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+5) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, camel empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 21, Dex 17, Con 16, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Intimidate +3*, Listen +3, Ride +5, Spot +3
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Short, tawny fur covers this gangly humanoid. Its broad snout is filled with large molars.

Werecamels in humanoid form tend to be gangly and hunch-backed. Their features are usually coarse, with large, broad noses. They dress in simple cloth and leather garments that are easy to remove, repair, or replace.

COMBAT

Werecamels fight just as camels do in animal form. In humanoid or hybrid form, they favour javelins and 2-handed slashing polearms such as glaives. The werecamel’s glaive is a Medium weapon, so it can wield the weapon in one hand in hybrid form.

Alternate Form (Su): A werecamel can assume the form of a camel or a camel-humanoid hybrid.

Camel Empathy (Ex): Communicate with camels and dire camels, and +4 racial bonus on Charisma-based checks against camels and dire camels.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werecamel’s bite or spit attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Spit (Ex): A werecamel in animal or hybrid form can spit in an enemy's face as a standard attack. This is a ranged touch attack with a 20 ft. range. If it hits, the opponent must succeed on a DC 15 Reflex save or be blinded for 1d3 rounds. If the spit blinds a humanoid or giant they must also save versus the werecamel's curse of lycanthropy. An opponent can remove the blindness by spending a standard action to shake or rub the spittle out of their eyes. The save DC is Dexterity-based.

The werecamel presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Werecamels and Sandstorm
If you are using Sandstorm in your campaign, werecamels have the following additional Special Quality.

Sure Feet (Ex): Werecamels in animal or hybrid form have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. See Sandstorm, page 18, for descriptions of shallow and deep sand.

Originally appeared in Polyhedron #29 (1986).
 
Last edited:

Shade

Monster Junkie
Fish-Scorpion

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-25.html

Fish-Scorpion
Medium Magical Beast (Aquatic)
Hit Dice: 2d10+2 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1)
Full Attack: 2 claws +3 melee (1d4+1) and sting +1 melee (1d4 plus poison) and spines +1 (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+1, improved grab, poison, spines
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft., vermin traits, water dependent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 14, Int 1, Wis 10, Cha 2
Skills: Climb +9, Hide +5*, Listen +3, Move Silently +3, Spot +4, Swim+9
Feats: Multiattack
Environment: Warm aquatic
Organization: Solitary or colony (2–5)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4-7 HD (Large); 8-12 HD (Huge)
Level Adjustment: —

This creature blends the front half of a scorpion with the back half of a moray eel. A scorpion's stinger tips its tail, and colorful spines cover its body.

A monstrous hybrid of scorpion, eel and venomous fish found in tropical seas, fish-scorpions prefer living in tropical reefs and rocky shallows where they can easily hide. Fish-scorpions have been known to climb out of the sea to attack creatures on land or aboard ships. They can breathe air for a few hours before their lung-gills dry out and they risk suffocating.

A fish-scorpion's body is covered in long spines covered in venomous slime, similar to those of a lionfish.

A typical fish-scorpion is 6 feet long and weighs 300 pounds.

COMBAT

A fish-scorpion fights much as a scorpion does, seizing prey in its claws, stinging with its tail, and stabbing with its envenomed spines. Opponents who attack the fish-scorpion may find themselves impaled by these spines as well.

A fish-scorpion is a vicious and dim-witted animal which does not like to flee from combat. If badly injured, it will try to take shelter in a crevice or crawlspace and defend itself with its numerous natural weapons.

Constrict (Ex): A fish-scorpion deals automatic claw damage on a successful grapple check. The opponent must also make a Reflex save against the fish-scorpion's spines (see below).

Improved Grab (Ex): To use this ability, a fish-scorpion must hit with a claw attack. If it gains a hold, it can constrict.

Poison (Ex): Injury (spines or sting), Fortitude DC 13; initial damage agonizing pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes plus 1d3 Con damage; secondary damage agonizing pain for 1d4 hours plus 1 Con damage. The save DC is Constitution-based.

Spines (Ex): Any creature that hits a fish-scorpion in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 12 Reflex save or take 1d3 points of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.

Water Dependent (Ex): Fish-scorpions can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: Fish-scorpions have a +4 racial bonus on Hide and Spot checks. A fish-scorpion has a +8 racial bonus on Climb checks and +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Climb or Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A fish-scorpion's racial bonus to Hide checks increases to +8 if it is among reefs or sea rocks.

Originally appeared in Dungeon Magazine #47 (1994).
 
Last edited:

Shade

Monster Junkie
Lizardfolk, Chameleon Man (Wallara)

http://www.enworld.org/forum/genera...converting-original-d-d-mystara-monsters.html

Lizardfolk, Chameleon Man (Wallara)
Medium Humanoid (Reptilian)
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Club +0 melee (1d6-1) or dagger +0 melee (1d4-1/19-20) or dagger +2 ranged (1d3-1/19-20) or club +2 ranged (1d6-1)
Full Attack: Club +0 melee (1d6-1) or dagger +0 melee (1d4-1/19-20) or dagger +2 ranged (1d3-1/19-20) or club +2 ranged (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dimension door, tookoo defender
Special Qualities: Chameleon, low-light vision
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 9, Dex 12, Con 11, Int 10, Wis 11, Cha 10
Skills: Hide +1*, Knowledge (nature) +2, Listen +3, Move Silently +3, Spot +3, Survival +2
Feats: Alertness
Environment: Temperate or warm forests, plains, and underground
Organization: Solitary, hunting party (2-8), or clan (5-20)
Challenge Rating: 1
Treasure: Standard coins, double good (gems & jewelery only), standard items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

The multicolored stripes covering the skin of this tailless reptilian humanoid seem to shift and swirl as it moves. Its thin body and spindly arms and legs give it a gangly appearance and awkward gait.

Chameleon men, or wallara, are an offshoot of the lizardfolk race. They are mostly peaceful, spending their time maintaining the harmony of nature, particularly watching over old woods and caverns. Wallara subsist on farming and fishing.

Chameleon man clans make settlements in caves or forests. All chameleon man settlements feature a magical site called a tookoo. The tookoo of a cave-dwelling clan might be a special grotto that glistens with arcane crystals, while forest dwellers might revere an ancient tree of strong magic. Clan leaders are known as "Lords of Shade and Hue."

Once a year chameleon men shed their skin, which they save for reproduction. Wallara have no females, instead reproducing by placing their old skins in their clan’s tookoo. The offering has a 60% chance of magically transforming into a young chameleon man, which grows to maturity in just eight weeks.

A chameleon man is usually 7 feet tall. A chameleon man can weigh from 200 to 250 pounds. Chameleon men have multicolored, somewhat scaly skin with stripes of many colors: red, blue, green, yellow, brown, orange, black, and white (though few chameleon men have every possible hue). Wallara can live as long as 250 years.

Chameleon men speak Draconic.

COMBAT

Although generally peaceful, wallara are sometimes hunted by other lizardfolk, who fear their ability to vanish. Chameleon men generally carry clubs (called "nulla-nulla"), daggers, or spears. They never wear armor, as it interferes with their ability to blend in with the scenery.

Chameleon (Ex): With a move action, a chameleon man can have his skin take on the color and texture of nearby objects, including floors and walls. So long as the chameleon man remains quiet and motionless, he then gains a circumstance bonus on Hide checks equal to 5 + character level. A chameleon man can not use his chameleon ability if more than 5% of his skin is covered (by clothing, armor, mud or the like).

Dimension Door (Su): A chameleon man can teleport up to 120 ft. as a standard action, as the dimension door spell (caster level 8th). The ability affects only the chameleon man plus any objects and willing creatures it can carry. The chameleon man never appears within a solid object and can move immediately after teleporting. A chameleon man can only dimension door if it has light encumbrance, is free to move, and is wearing no armor or light armor.

Tookoo Defender (Su): When fighting within one mile of their tookoos, wallara receive a +2 morale bonus on attack rolls and damage rolls, and a +4 morale bonus on saves against fear effects.

Skills: Chameleon men have a +4 racial bonus on Balance, Jump, and Swim checks.

Chameleon Men As Characters
Most chameleon man leaders are druids. A wallara cleric has access to two of the following domains: Animal, Plant, or Water.

Chameleon men characters possess the following racial traits.
  • -2 Strength, +2 Dexterity.
  • Medium size.
  • A wallara's base land speed is 30 feet.
  • Racial Hit Dice: A chameleon man begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A wallara's humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Knowledge (nature), Listen, Move Silently, Spot, and Survival. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A wallara's humanoid levels give it one feat.
  • Weapon and Armor Proficiency: A chameleon man is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • Special Attacks (see above): Dimension door, tookoo defender.
  • Special Qualities (see above): Chameleon.
  • Automatic Languages: Draconic. Bonus Languages: Aquan, Common, Goblin, Gnoll, Orc.
  • Favored Class: Druid.
  • Level adjustment +3.

Originally appeared in B8 - Journey to the Rock (1984).
 
Last edited:

Shade

Monster Junkie
Siren, Ravenloft

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-62.html

Siren, Ravenloft
Medium Undead (Aquatic)
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 12 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d6+3 plus cursed wound)
Full Attack: 2 claws +6 melee (1d6+3 plus cursed wound)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed wound, siren song, veil of deception
Special Qualities: Darkvision 60 ft., spell resistance 14, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 16, Dex 16, Con —, Int 13, Wis 11, Cha 16
Skills: Bluff +12, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +14, Listen +7, Perform (sing) +10, Spot +7, Swim +11
Feats: Persuasive, Weapon Focus (claws)
Environment: Any aquatic
Organization: Solitary or school (2-8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: —

This hideous creature has the upper body of a woman and the lower body of a fish. Her hair is tangled and entwined with rotting seaweed, and her body is gray and bloated, resembling a corpse that has been in the water for some time. The flesh has rotted back from the finger tips, exposing sharpened bone.

Ravenloft siren are aquatic undead that prey upon sentient creatures. It is believed that they were once merfolk who were transformed by a massive burst of negative energy.

Ravenloft sirens travel the oceans in schools like fish, but spend much of their time basking on rocky islets. These are typically surrounded by the rotting corpses of their victims. Although the sirens have no interest in treasure, they use it as a lure.

The stench of decay that hangs in the air around an islet that is a resting place for Ravenloft sirens is almost overwhelming. This foul taint emanates both from the sirens themselves and from the corpses of their victims. It is masked by the sirens' veil of deception.

A ravenloft siren is about 8 feet long from her head to her tailfin and weighs about 400 pounds. She can "stand" about 5 feet tall by balancing on her tail. Although no male Ravenloft sirens have ever been sighted, it is possible that they exist.

Ravenloft sirens speak any languages they knew in life, usually the Common and Aquan spoken by merfolk.

COMBAT

Ravenloft sirens lure their victims into striking range with their siren song. They often lurk just beneath the waves, looking up at the surface for the hull of a visiting ship, then emerging suddenly to sing their song. Once their prey is within reach, the sirens attack with their sharpened, bony fingers. Due to their veil of deception, this attack seems like a gentle caress. Their claws inflict cursed wounds which can not heal naturally.

Cursed Wound (Ex): The damage a Ravenloft siren deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a Ravenloft siren must succeed on a DC 19 caster level check, or the spell has no effect on the injured character.

Siren Song (Su): The most insidious ability of the Ravenloft siren is its song. When a siren sings, all creatures (other than sirens and harpies) within a 300-foot spread must succeed on a DC 15 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same Ravenloft siren's song for 24 hours. The save DC is Charisma-based.

A captivated victim moves toward the siren, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. A victim within 5 feet of the Ravenloft siren will stand still staring at the siren's illusory beauty. Captivated creatures automatically fail their saves against the Ravenloft siren's veil of deception power (see below), so offer no resistance to the siren's attacks, but will fight in self-defense if attacked by a creature other than a Ravenloft siren. The effects of siren song continue for as long as the Ravenloft siren sings and for 1 round thereafter. A bard's countersong ability allows the captivated creature to attempt a new Will save.

Veil of Deception (Su): A Ravenloft siren can create a powerful illusion to alter the appearance of itself and its lair. This glamer disguises the siren as a beautiful mermaid and makes its lair appear to be pristine and restful (the illusion conceals the rotting remains of the siren's victims). Any creature that sees the siren or its lair must succeed on a DC 15 Will save or be affected by the veil of deception. Creatures affected by a siren's charming song (see above) will automatically fail their saves against its veil of deception. Veil of deception affects all the senses (sight, smell, touch et cetera). It even affects the sense of pain, so the siren's attacks appear to be gentle caresses to victims of its veil of deception, and those it has slain appear to be dozing peacefully. Creatures affected by veil of deception who are injured by the siren may attempt another DC 15 Will save (no more than one attempt per round); if they succeed the veil no longer affects them and they see the horrifying truth of their hostess and her home, the transition is so disturbing the creature must succeed on another DC 15 Will save or be shaken for 1d4 rounds. A true seeing effect renders a veil of deception powerless. The save DC is Charisma-based.

Skills: A Ravenloft siren has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

In Ravenloft
Ravenloft sirens have been sighted along the Jagged Coast of Necropolis, and are assumed to migrate south along the coastlines of other domains that border on the Sea of Sorrows.

Originally appeared in Requiem: The Grim Harvest (1996).
 
Last edited:

Shade

Monster Junkie
Scathe

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-22.html

Scathe
Medium Monstrous Humanoid
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (2d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, windskating charge
Special Qualities: Darkvision 120 ft., immunity to cold, superior low-light vision, windskating
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills: Hide +3*, Listen +3, Move Silently +2*, Spot +3
Feats: Multiattack, Reckless Offense
Environment: Cold plains
Organization: Solitary, pack (4-16), or colony (4-16 plus 4-40 larvae)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: +3

This vaguely reptilian humanoid is covered in milky-white, leathery skin. A thin membrane stretches between its arms and body, ending at the knees. Long claws curve underneath its feet, upon which it skates across the snow.

Scathes are nocturnal scavengers found on icy plains. A pack of scathes generally claims a territory of several miles, making their lairs in hollows and ravines. Pack leaders are always male, and change with some regularity. The strongest young scathe challenges the pack leader, and the two fight mercilessly for supremacy, often until both are dead and another scathe steps in to lead the pack. The losers’ females divide themselves among the remaining male scathes.

Mating season occurs once a year. About a month after mating, a female scathe lays 2-12 eggs in a crude nest in the lair. Only 2-5 of the eggs survive predators, accidents, and snacking. These hatch into larvae (see statistics below), voracious monsters which devour any food they can find. A very few larvae, 1-3, survive the two months needed to develop into small, but fully developed, scathes. When the change from larval stage occurs, they immediately become members of the pack.

A scathe is 5 feet tall and weighs 120 pounds.

Scathes speak their own rudimentary language, using howls and shrieks which are often mistaken for violent arctic winds.

COMBAT

Scathes hunt in packs, skating stealthily towards their opponents before striking with their claws and beaks.

Poison (Ex): Injury (bite), Fortitude DC 16; initial damage 1d3 Con damage plus 1d6 minutes of distracting pain (-1 penalty on attacks, armor class, skill and ability checks); secondary damage 1d3 Con damage plus severe pain (as distracting pain but -2 penalty) for 5d4 minutes. Penalties from multiple scathe poison attacks stack, to a maximum of -4. The save DC is Constitution-based.

Superior Low-Light Vision (Ex): A scathe can see five times as far as a human can in dim light.

Windskating (Ex): By balancing on its long foot-claws, a scathe can skate across smooth, level ice or snow at a speed of 30 ft. If the icy surface slopes downwards it can move 10 ft. faster (40 ft.) on slight grades (less than 30 degrees), 20 ft. faster (50 ft.) on moderate grades (30 to 45 degrees) and 30 ft. faster (60 ft.) on severe grades (45 to 60 degrees). It cannot skate safely on grades of 60 degrees or steeper. The scathe travels at its normal 10 ft.? land speed when moving up icy slopes.

Furthermore, a scathe can spread its arm-membranes like sails to travel faster in the direction of the wind. It can move at a speed 10 ft. faster in a light wind, 20 ft. faster in a moderate wind, 30 ft. faster in a strong wind and 50 ft. faster in a severe or stronger wind. Scathes can sail in winds stronger than severe, but must make Fortitude saves to avoid being knocked down or blown away as per the Surroundings, Weather & Environment rules.

The speed increases for slope and wind are cumulative, so a scathe can windskate down a slight grade at 60 ft. with a moderate wind (its base 30 ft. skating speed plus 10 ft. for the slope and 20 ft. for the wind).

Windskating Charge (Ex): When a windskating scathe makes a charge attack at a speed of 30 ft. or higher, its bite attack deals double damage (triple on a confirmed critical hit), in addition to the normal benefits and hazards of a charge. If it charges at a speed of 60 ft. or higher, its bite deals triple damage (quadruple on a critical hit).

Skills: *Scathes have a +4 racial bonus on Hide checks and a +6 racial bonus on Move Silently checks when in snowy or icy terrain. This bonus on Hide checks increases to +8 when the scathe is immobile.

Scathe Larva
Tiny Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 5 ft. (1 square)
Armor Class: 11 (+2 size, -1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/-7
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 10, Dex 8, Con 14, Int —, Wis 11, Cha 3
Skills: —
Feats: —
Environment: Cold plains
Organization: Nest (2-5 plus 1 scathe) or colony (4-40 plus 4-16 scathes)
Challenge Rating: 1/4
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

This small, wormlike creatures has mottled brown skin and a toothless beak.

Scathe larvae are voracious monsters which devour any food they can find (usually carrion). If enough food is available, the larva matures rapidly, shedding its skin after two months. A nearly-mature larva has limbs and other organs visible just under its skin.

Originally appeared in Monstrous Compendium Fiend Folio Appendix (1992).
 
Last edited:

Shade

Monster Junkie
Swarm, Giant Gonyaulax

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Swarm, Giant Gonyaulax
Tiny Ooze (Aquatic, Swarm)
Hit Dice: 13d10 (71 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/—
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blinding flash, distraction, poison
Special Qualities: Blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits
Saves: Fort +3, Ref +0, Will -5
Abilities: Str 10, Dex 10, Con 10, Int —, Wis 1, Cha 1
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or colony (3–12 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A swarm of roughly spherical creatures floats nearby. Each individual is covered with armored plates.

Gonyaulax are motile dinoflagellates. Although they can be found in both salt and fresh water, gonyaulax are most common in relatively clear water in the tropics. They survive primarily by photosynthesis, and will eventually starve if kept in the dark. Their rapid multiplication makes the sea appear red.

An individual giant gonyaulax is up to 1-foot in diameter and weighs 10 to 30 pounds.

COMBAT

Giant gonyaulax subsist primarily through photosynthesis and do not seek out prey. However, they release a paralytic nerve toxin and are capable of generating a blinding flash.

Blinding Flash (Ex): All creatures within 10 feet of a giant gonyaulax swarm must succeed on a DC 16 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 feet but within 30 feet must succeed on a DC 16 Reflex save or be blinded for 1 round. Once a gonyaulax swarm uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a gonyaulax swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Poison: Gonyaulax swarms produce a cloud of poison, any creature in the water within 30 ft. of a gonyaulax swarm is exposed to its poison.

Gonyaulax swarm poison—Contact/inhaled poison, Fort DC 12, initial damage 1d6 Dex, secondary damage 1d6 Dex. A victim reduced to Dexterity 0 by the poison starts to die from slow suffocation, taking 1d6 points of nonlethal damage every minute. Characters who fall unconscious drop to -1 hit points and are dying, then suffocate to death the next round. The save DC is Constitution-based and includes a -4 racial penalty.

Skills: Giant gonyaulax swarms have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Gonyaulax, Giant
Tiny Ooze (Aquatic)
Hit Dice: 1/2d10 (2 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/-8
Attack: —
Full Attack: —
Space/Reach: 2 1/5 ft./0 ft.
Special Attacks: Blinding flash, poison
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +3, Ref +0, Will -5
Abilities: Str 2, Dex 10, Con 10, Int —, Wis 1, Cha 1
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary, cluster (2-20) or bloom (20-400)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Blinding Flash (Ex): All creatures within 10 feet of a giant gonyaulax must succeed on a DC 10 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 feet but within 30 feet must succeed on a DC 10 Reflex save or be blinded for 1 round. Once a gonyaulax uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based.

Poison: Gonyaulax produce a cloud of poison, any creature in the water that occupies the same 5 ft. square as a Gonyaulax is exposed to its poison.

Gonyaulax poison—Contact/inhaled poison, Fort DC 6, initial damage 1 Dex, secondary damage 1 Dex. A victim reduced to Dexterity 0 by the poison starts to die from slow suffocation, taking 1d6 points of nonlethal damage every minute. Characters who fall unconscious drop to -1 hit points and are dying, then suffocate to death the next round. The save DC is Constitution-based and includes a -4 racial penalty.

Originally appeared in Dragon Magazine #111 (1986).
 
Last edited:

Status
Not open for further replies.
Remove ads

Top